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Just realized mine splash radius is going to double tank splash radius...i get the feeling DKim played protoss in BW. Where else could you acquire a loathing of siege tanks this much?
On July 09 2014 06:48 Disciple7seveN wrote: And why is Terran the only race that actually has to deal with friendly splash damage? How does that make sense?
No idea how colossi, archons, fungal or ultras manage to not splash their own units. I can 100% see why banelings splashing themselves would be detrimental (but then hey! a reason to remove them for lurkers!)
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What the hell are these changes? It would take an essay to explain the thought process behind choosing this batch of changes for testing!
We have like 50 pages of analysis right now of what's wrong with Terran in TvP and TvZ. We have a compiled list of pros' feedback that AGREES WITH THAT. Not enough variety, not enough lategame power, some Protoss options too easy or too versatile or too strong... and we know Blizzard read them because they scrapped that ridiculous Medivac buff.
So we get an insignificant Thor CHANGE (not buff) and a USELESS nerf of TW which won't change anything about its burst anti-micro potency?
Why don't we make Time Warp not affect Siege Tanks and Thors while we're at it?! That's a buff! That'll totally solve everything!
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I find it strange that alot of protoss are complaining that 1 unit that needs detection can end the game now. Its what DTs have always been.
They need to buff tanks. Make a strong defense based on units (not a high HP building like photon overcharge) and the other races will learn to attack better. I don't like everyone's assumption that a stronger defense makes for a boring game. Its because of such a strong defense that other races will learn how to attack better and the game gets a higher skill cap. Until a small supply can make very effective trades versus a larger supply because of map design the game will never be that good.
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My personal "first talk no touch" opinion is that the first 2 changes aren't good..
1st change - not a fan of that one (we already had a period of large mine splash), but this time they might be nailing it cause the overall damage is more "tank-like" as opposed to one big splash "uniformed" "blob"
2nd change will cause Zergs make Roaches and Overseers and "disorient" the Thors, lol, but they'll also be "self-aware" on shooting Vipers, so IDK TBH..
The third one is a good one (albeit maybe a bit too "rapid" for a "first touch", a 20 sec (down from 30) would suffice for start)
Though must say GJ on these ones.. Much better than the previous..
I'm surprised that DK kept his cool though.. Not bad for what actually massively happened, lol
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Tvz - I'm a little skeptical - I really think reverting to the old mine would have been a better first step.. if even only by 60-70%. The increased radius seems strange.. someone please do the math on at what point you stop killing 2/2 lings and banes in the splash radius.. the real problem is that hurting zerg units doesn't do anything unless you have a winning army. The mutas will clean everything up on most occasions (or the excess of banes) in which case a majority of the lings and banes that were "hurt" either still got to detonate or regen for the next battle.
2/2 is the important time frame as this is when most of the standard play large scale battles happen. If you still only kill units in the first of 3 radius than you really haven't done much in terms of helping T.
Tvp - less timewarp is a good start but you still haven't addressed the caution that Terran needs to utilize in order to not fall victim to 1 of 10 different 1 or 2 base all ins - not to mention the issue of late-game Tempest/Colo/Templar/Archon/Zealot being basically unbeatable for Terran - Colo take care of mines - Templar take care of ghosts - Tempest take care of the vikings and instant remax on zealot/templar is lollable.
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On July 09 2014 07:31 DomeGetta wrote: Tvz - I'm a little skeptical - I really think reverting to the old mine would have been a better first step.. if even only by 60-70%. The increased radius seems strange.. someone please do the math on at what point you stop killing 2/2 lings and banes in the splash radius.. the real problem is that hurting zerg units doesn't do anything unless you have a winning army. The mutas will clean everything up on most occasions (or the excess of banes) in which case a majority of the lings and banes that were "hurt" either still got to detonate or regen for the next battle.
2/2 is the important time frame as this is when most of the standard play large scale battles happen. If you still only kill units in the first of 3 radius than you really haven't done much in terms of helping T.
Tvp - less timewarp is a good start but you still haven't addressed the caution that Terran needs to utilize in order to not fall victim to 1 of 10 different 1 or 2 base all ins - not to mention the issue of late-game Tempest/Colo/Templar/Archon/Zealot being basically unbeatable for Terran - Colo take care of mines - Templar take care of ghosts - Tempest take care of the vikings and instant remax on zealot/templar is lollable.
Don't forget that the mine buff applies in TvP also - less "whining" would be a good start.. 
(I know I said it in a rude way, but feels like Terran's got what they wanted, - and still not enough)
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Also, does that mean that Thors will be using their air attack on colossi?
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the widow mine radius increase is massive :l tbh i expected a smaller buff with the damage scaling on it rather than the radius , but i suppose the radius lets us zergies bait them into his bio too 
i like the thor aa change, itll help that the thor doesnt need to be targeted when the terran is busy splitting his marines, tho ida thought maybe something like a movespeed buff would help out by making it more mobile to support bio
i like the timewarp change too, though that could be influenced by bias because while just as frustrating as forcefiled, a timewarp doesnt require near the level of precision that at least make FFs bearable :L
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On July 09 2014 07:35 VArsovskiSC wrote:Show nested quote +On July 09 2014 07:31 DomeGetta wrote: Tvz - I'm a little skeptical - I really think reverting to the old mine would have been a better first step.. if even only by 60-70%. The increased radius seems strange.. someone please do the math on at what point you stop killing 2/2 lings and banes in the splash radius.. the real problem is that hurting zerg units doesn't do anything unless you have a winning army. The mutas will clean everything up on most occasions (or the excess of banes) in which case a majority of the lings and banes that were "hurt" either still got to detonate or regen for the next battle.
2/2 is the important time frame as this is when most of the standard play large scale battles happen. If you still only kill units in the first of 3 radius than you really haven't done much in terms of helping T.
Tvp - less timewarp is a good start but you still haven't addressed the caution that Terran needs to utilize in order to not fall victim to 1 of 10 different 1 or 2 base all ins - not to mention the issue of late-game Tempest/Colo/Templar/Archon/Zealot being basically unbeatable for Terran - Colo take care of mines - Templar take care of ghosts - Tempest take care of the vikings and instant remax on zealot/templar is lollable. Don't forget that the mine buff applies in TvP also - less "whining" would be a good start..  (I know I said it in a rude way, but feels like Terran's got what they wanted, - and still not enough) Terran #1 whiners, are you really surprised?
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Oh god ZvT is gonna make me cry so hard ;;
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I wonder if thor priority will help (I'm Protoss so I don't know TvZ).
Lowering the time warp duration is interesting... I feel that most of the battle will already be over in 15 seconds (or, at least, the opponent will move out of the time warp during that time) so I feel like a decrease in the duration of photon overcharge would make more sense.
the fight between an allining protoss (2base) and a defending zerg lasts waaaay longer than 15 or 30 seconds and a timewarp on a thin place or on the ramp is just the most annoying this as a zerg! i guess some terrans would agree with that too
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I LOVE all the people complaining about the WM…"oh wait, as a zerg or protoss I now have to micro my death ball instead of 1aing???"…terrans have had to stutter step and split their hearts out in everymatchup since the beginning. Its nice seeing the shoe on the other foot
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On July 09 2014 06:26 Faust852 wrote:Show nested quote +On July 09 2014 06:22 H0i wrote:On July 09 2014 06:09 Faust852 wrote:On July 09 2014 06:09 Larkin wrote: Mines even stronger vs P now ;; get rid of +shields bullshit and just have more splash. why. You are already stronger than T. Because the WM splash + it's bonus damage to shields makes zealot templar styles far weaker - we already saw this style decreasing a lot after the previous buff to WM, so that the current meta is far more favorable towards colossus first instead of storm first play. Adding this new WM buff without changing this, would just eliminate the entire style from existence, greatly hurting diversity in the matchup while doing nothing against the things that make terran struggle so much in tvp. Too bad for them. Restricting the number of opening they can do is always good for T. You won't wonder for 10min if it's a 2nd starport or a ghost accademy that you will need. And it will be more punitive to moveclic without micro for the P. This is a terrible mentality to have. It's understandable, in the sense that frustration can lead to desiring "pay back", but honestly it's changes like this, resulting in a limiting of options, that put Terran in its current predicament in the first place. One only needs to think back to early WoL to remember how many options Terran had to play each match up, while the other two races were pigeon-holed into 1 or 2 builds. It's what made Terran OP back then, it's what makes Terran UP now.
The more I think about the widow mine change, the more I hate it as a Terran player. We need our early game options back, then we can look at buffing late game. I'm not expecting much from Blizzard for this balance patch, though. We'll see what they do for LotV.
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new zerg strategy: Bring lots of overlords/overseers with main army
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The Time Warp nerf does nothing. Remove the spell.
The Widow Mine buff is good for TvZ but horrible for TvP. Remove +shields damage if you're ever going for such a buff.
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I think this preps LotV for the complete removal of the siege tank.
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On July 09 2014 07:21 Unsane wrote: Just realized mine splash radius is going to double tank splash radius...i get the feeling DKim played protoss in BW. Where else could you acquire a loathing of siege tanks this much?
I don't know but I really wish he would just either A: own up to it or B: stop letting his personal hatred of the unit affect his balancing decisions.
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Blizzard will never support an idea from the community and this will eventually lead to their downfall (at least for RTS–MMOs/casual games are different). No wonder Day9 is working on a new RTS. This is a sad time, IMO. There is so much potential in this game and it's squandered away by negligence and incompetence (it obviously must not make much money for Blizz). Starcraft II WASN'T always like this. We're just used to now.
Blizzard, what happened? Did the monetary success of WOW completely change your values? Starcraft II is the most one dimensional RTS I've ever seen. There's basically one build order per matchup. There's no strategy in that. Only tactics. I will always be a fan of Starcraft, but GOD I cannot WAIT until LotV.
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Are we going to have pro opinions on the proposed changes ?
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Mine splash radius increase scares me because of friendly fire.
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